Tagged: presto

Scott Clark showcasing Pixar’s Presto 0

Scott Clark showcasing Pixar’s Presto

I don’t think I ever posted that old video where Supervising Animator Scott Clark, takes us behind the scenes and quickly features Pixar’s animation software, Presto, and Sulley’s dance shot from Monsters University.

I love the little aparté on Motion Capture and I can only agree:

“It isn’t realism that we are trying to get in animation, I would just be a Mocap artist (otherwise), I wouldn’t be an animator.”

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Related posts:

http://www.olivier-ladeuix.com/blog/2013/04/28/pixar-animation-software/
http://www.olivier-ladeuix.com/blog/2014/04/28/pixar-animation-software-part-ii/
http://www.olivier-ladeuix.com/blog/2019/05/01/pixar-animation-software-part-iii/
Pixar animation software part III 0

Pixar animation software part III

This article is the third of a three part series

Pixar animation software part 1

Pixar animation software part 2

I have just found a very old Pixar presentation where Pete Docter demonstrates an antique version of Pixar’s animation software Menv (Presto) running on Silicon Graphics.

The concept hasn’t changed much but the software allows much more finessing nowadays.

Have a look and compare to the latest iteration of the software featured in Part I and Part II below.

Related posts:
Pixar animation software Part I
Pixar animation software Part II

Cartoony eyes – How to 4

Cartoony eyes – How to

zootopia_anatomy

Eyes vocabulary

After few month working on Okido, I felt there was a lack of consistency between all the animators and decided to make a compilation of examples from my favourite animated movies.

Cartoony eyes are usually so massive that unlike realistic eyes, the appeal is very quickly lost if you don’t know how to handle them. Clarity and appeal are the keywords when working on eyes so the first rule of cartoony eyes posing is :

1. Centering:
Never, ever, have both eyes (pupils) centered on their respective orbital cavity. Instead and to avoid the zombie look, get the pupils closer to each others and have more space/white (sclera) on the outside of the eyes. This will create a more appealing pose.
f046b660-a9ff-4cdd-bd99-b5a83fdad984

2. Favouring:
When a character is looking sideway, one eyes should be centered and the other one much closer to the bridge of nose or even intersect with the orbital cavity:
Flash Zootopia
maxresdefault

3. Focus:
As the character focuses on an object really close, you might want to increase the space on the outside of the eyes but when the character is looking far away, again, do not center the eyes! (see rule 1)
Presto_03

Presto_02

4. Surprise
Even when trying to communicate surprise, we still revert to rule #1 and have more space on the outside of the eyes.
Ratatouille_16

Ratatouille_21

5. Sideway
If your character is totally sideway, cheat as much as you can just so we can still see a sliver of the Iris
ZOOTOPIA

Bonus tip:
Pay attention to the way the top lid is shaped on half lidded character in Zootopia, especially Nick. This will be included in a forthcoming article about stylised animation.

I hope this will help some of you, the following images are for education purpose only and copyrighted to their respective owners Disney and Pixar:

Toy Story_05

ZootopiaIN

zootopia-review

Inside-Out_01

Inside-Out_02

Inside-Out_003

maxresdefault (1)

Presto_01

Presto_02

Presto_03

Presto_04

Ratatouille_01

Ratatouille_02

Ratatouille_03

Ratatouille_04

Ratatouille_05

Ratatouille_06

Ratatouille_07

Ratatouille_08

Ratatouille_09

Ratatouille_10

Ratatouille_11

Ratatouille_12

Ratatouille_13

Ratatouille_14

Ratatouille_15

Ratatouille_16

Ratatouille_17

Ratatouille_18

Ratatouille_19

Ratatouille_20

Ratatouille_22

Ratatouille_23

Toy Story_01

Toy Story_02

Toy Story_03

Toy Story_04

Serkis

Motion capture worthy eyes

 

Related posts:
Messy goes to Okido animation reel

So you want to be a rigger huh? v.02 9

So you want to be a rigger huh? v.02

[addons]
2018.10.01. v02.01 section 17 added relative to colourblindness

This is an updated version of a previous post I had written 5 years ago and that I think will still be very educational after having spent 5 more years in the industry.

If you want to become a rigger/character TD and even if you are already one, you might be interested to read the following notes, you will make animators’ life easier, allowing them to pull off better shots in the same amount of time or even quicker which will, in return, make the director and producers happy.

The same way it is important for a modeler to understand part of the rigging process, a rigger should also get a grasp of the animation workflow.

So how can you become a rigger that animators are happy to work with?

 

– Start with a good attitude, ask for feedback from the animators and embrace changes, be willing to discard that crazy automated function you thought would be really cool but animators find unusable when doing actual animation work. As Eamonn Butler put it when we visited Double Negative London in 2006, character TDs work for the animators, not the other way round and Disney often refers to Character TDs as stewards for the animation.

 

Educate yourself and stay informed by reading rigging books and dvds, read blogs! Rigging Dojo is one of my favorite blogs, they keep posting remarquable interviews. Participate to public forums where you can interact with other professionals, check other rigs! Currently I am watching Josh Sobel tutorials, it is a set of tutorial where he explains how he made the adorable Kayla rig.  Watch showreels and even students showreels! There has been instances where Interns or fresh graduates we hired were more knowledgeable than staff who had been at the company for years.

Personally, I have learnt rigging through several dvds and those should be compulsory for anyone wanting to become a good character TD so here they are:

 

Jason Schleifer “Animator Friendly Rigging”. That set will take few hours to go through but exposes the most important rigging concepts


Jason Schleifer “Maya Fast animation rigs”. The DVD is well over 5 years old and only 1h20 but still is a must for someone who want to be liked by his peers. Interestingly enough I just checked and Jason is now offering his educational material on a donation basis so you can pay what you think is fair.

Fahrenheit DVDs. I actually started with those which was really hardcore but that was a very good learning experience. I am not sure those are still available.

 

Jason Osipa stop staring

Jason Osipa “Stop starring, facial modeling and animation done right”. A new edition just came out and I should probably get that one too. Jason goes in length about facial rigging and you should definitely spend some time understanding what he is talking about.

 

You have ordered them all? Okay so while waiting for them, I want to mention few things that irritate seasoned animators when using a new rig:

 

1. Slow rigs. Rigs speed is the hot topic of 2015. Disney, in a talk given at Siggraph this year said the following: Rig speed is of paramount importance to animation pipelines. Real-time performance provides immediate feedback to artists thereby increasing the number of possible iterations and ultimately leading to higher quality animation.” 

Dreamworks and Pixar had already understood it and realtime performance was one of goal they have achieved with the recent release of Premo and Presto, their respective animation software last year. On their footsteps, Autodesk finally unlocked the full potential of modern computers with the Parallel Rig Evaluation toolset in Maya 2016.  Maya users can now  troubleshoot slowdowns and calculate mesh deformation and some deformers using all the CPU AND GPU cores present on a system, speeding up dramatically the framerate in Maya’s viewport. Make sure you read this previous article I wrote http://www.olivier-ladeuix.com/blog/2015/11/26/maya-monday-maya-2016-parallel-rig-evaluation/

– If you are stuck with Maya 2015 and below, the old school method of speeding up rig involves replacing all expressions with nodes and create low poly or proxy version for the animators to work with. When working on body mechanics, animators don’t need the facial blend shapes or corrective shapes to be activated and when working on facial performance, body corrective blend shapes don’t need to be activated either, just a proxy version of the body to get an idea of the overall motion.

Disney Feature artist Sergi Caballer seems to have a nice feature where the animators can quickly isolate part of the body to speed up the rig. (read this great interview with Sergi on the Rigging Dojo website)

2. Rotation orders.
This is probably my biggest pet peeve. When creating your rig, pay special attention to rotation orders and use smart rotation orders for the limbs. By default Maya uses the default XYZ order, meaning that Z is carrying all the other axis so you want to stay away from this as often it is not the desirable order. In the situation of the head for example, it means that as soon as the animator will rotate the head in Y, X and Z will start to line up causing a gimbal lock and making it difficult for the animators to work in the graph editor. Instead by using ZXY or XZY, the lateral rotation of the head would never line up with the forward rotation. Jason Schleifer spends a chapter on rotation orders in his DVDs so please refer to it.

 

3. Consistent translation direction. (thanks Richie)
Animators need to be able to animate in the graph editor to troubleshoot problems or translate a character without using the global control  so make sure your translations are consistent. If Y means up for the IK foot, it should also mean up for the hips and IK hands, same for X and Z.

 

4. GUIs As I am editing this paragraph 5 years later, it looks like Dreamworks is agreeing with me on that one so go and read: “Premo, the Dreamworks animation software“.

Personally I don’t like GUIs. Maya’s viewport is already so cluttered that I can’t see the point of having to keep looking sideway at an additional window covering, at best, a quarter of my screen when, controls could just be where they belong, on the surface of the geometry and toggled with a hotkey (alt +1 in the recent versions of Maya).

Most of the time an other quarter of the screen will be covered by the pose library leaving the user with hardly enough space for camera view, perspective view and graph editor.

I tried an interesting concept a while back with a rig where instead of hitting the usual nurbs controls, you select an invisible polygon encompassing the surface of the limb. Keith Lango posted a similar setup a while ago using Zootrigger, myself I just parent constraint the Nurbs control or the joint to an invisible proxy box instead.

This could prove complex when selecting facial controls though so, fast forward to 2015, I just realised that Nurbs controls AND Geometry can be easily toggled through a script so animators don’t need GUIs as often, as long as the controls are streamlined and don’t overlap each others too much obviously (see point 9). I perfected few toggle scripts and I will share them with you in few days.

 

5. IF/FK switches WITH no-pop
It is obvious that animators need IK and FK for legs and hands but you should also consider a script that would allow the animators to switch very easily from IK to FK and reverse without going back to the T pose. Some people call this IK snap, IK match. A script was provided with the goold old Norman rig to do that kind of thing

IK/FK switch buttons with no pop

 

6. Elbow and Knee lock. The animators should be able to lock an elbow to a table

 

7. Scaling Rigs should be scalable! Numerous time I ran into situations where we needed to scale the rigs and the rigs didn’t allow for this.

 

8. World orient/local orient switches for head, spine, arms …. Animators should be able to switch the alignment of the FK Head, neck, arms to the world or their parent by default and ideally a tool should allow to switch the parent space on the fly.

 

9. Bend bow and noddle arms. I am liking this a lot as it helps to make the rig look more organic or more cartoony in the case of noodel arms as seen below.

[vimeo][/vimeo]

 

10. Cluttered viewports. Nurbs controls don’t need to cover the entire model, make them clean and simple, if possible make them invisible (cf GUI). A simple circle is more than enough for selecting controls, no need of an entire box shape especially for fingers or arms that will irremediably start overlapping and rendering impossible to select anything.


As a side note, when using circles for the fk spine, try to add an indentation at the front and back of the circle just to be able to quickly assess the offset of the spine controls. I normally take the center vertex of the nurbs circle and shift it up a bit then adjust the bezier curves like below.

 

11. Non consistency in the control’s boolean channel. In boolean operations, 0 should mean “No” and 1 should mean “Yes”. ie Shoulder parent 0 should mean that the IK hand is not parented to the shoulder. You could actually do the opposite, but as long as it it consistent throughout the rig.

 

12. Set me free. Animators are artists and they might want to break an elbow, pull fingers to create smear frames, pull the lips much higher that reality would suggest in order to stylise the motion so don’t restrain the animators to what is anatomically possible, unless you want them to come up with really stiff animation.

 

13. Pole vector switches. Pole vector should be centered right in front of the knees or elbow, not closer to one or the other joint and they should have a switch to the world just so they don’t follow the orientation of the foot or IK hand at all time.

 

14. Automated overlap/bakeable simulation. Automated overlaps for secondary elements can add so much life to a rig without the animator to do much work. Think about little appendages like ears, tails, ponytails, little bit of clothing or foot straps in the case of the following Disney demo however, animators should ultimately be able to make changes to the automated result which is why the joints animation should be bakeable.

On “Messy goes to Okido”, I would first pose Messy’s tail in it’s trademark curled pose, then ran a script to simulate overlaps and would finally created a motion based on a blending of the two. This gave a life like feel that was still designed.

 

15. Autorigs/programming. In production nowadays, there isn’t much room for a TD to rig all the characters from scratch by hand and this is not scalable for bigger teams so most large companies have their own autorigs and smaller one rely on off the shelf autorigs like mGear or Advanced Skeleton so you might want to get used to the latter unless you join a bigger company that will have their own workflow.

When I worked at EA I had to work on several prototype games and autorigs are what offered us the ultra quick turnaround required. Rigging and skinning were so fast that we were able to start animating the same day instead of relying on weekly turnarounds. I have been a long time advocate of the abAutorig so click the link below to see how autorigs work.

[vimeo]http://vimeo.com/14722424[/vimeo]

 

16. Pose and animation libraries. In production it is paramount for the rigs to be compatible with standard pose and animation library scripts like Kurt Rathjen’s Studio Library, Lionel Gallat’s PoseLib,  or the very user friendly Sal Pose Manager by Salwan Badra for 3dsmax. Pose libraries allow the animators to work with extremely complex rigs and stay “on model” which is very important when hiring junior staff and a time saver for senior animators. Believe it or not, I have worked in TV productions where the rigs weren’t compatible with those scripts and animators had to waste an incredible amount of time recreating some poses or animation from scratch and often this meant they didn’t bother.

https://vimeo.com/10271314


At AnimSquad which is often referred to as the Disney animation school since most teachers are Disney Animation Studios supervisors, we had a pose library that separated poses for when the character’s head was facing the camera, looking screen right or looking screen left as you normally use every single tertiary control to cheat the pose so it looks appealing from every angle.

 

17. Controllers colours and colour blindness. 1 in 10 men and 1 in 200 women are affected by colour blindness. For most, green is a difficult colour to see so refrain from using the red/green or green/yellow combination. Instead you should favour colours that are widely contrasting like red and blue for example. I know it looks pretty ugly in term of colour harmony but rigs primary goal is to be efficient, not pretty. If you don’t know if you are colour blind, test your sight here, personally I am moderate colourblind and can’t see half of the plates http://www.color-blindness.com/ishihara-38-plates-cvd-test/#prettyPhoto.

 

Alright, that’s it for now and as a treat for making it so far, check out some really cool rigging showreels and “making-of” videos to get an additional creative boost:



http://vimeo.com/61904692
http://vimeo.com/15396945
http://vimeo.com/5344666
http://vimeo.com/11648356

 

Related posts:
Pixar animation software part 1
Pixar animation software part 2
Premo, the Dreamworks animation software
Kaelou
Rob and Ron by Tumblehead
ESMA
World orient Head and shoulder
Norman World Align spine
Looney tunes shorts online

 

 

Have fun rigging!

Pixar animation software part II 10

Pixar animation software part II

There has been some development in the secrecy surrounding Pixar’s animation software in the past few weeks but before we get started, you might want to refresh yourself with the previous article I wrote about Menv and Presto.

Pixar animation software part 1

Pixar officially revealed their software Presto (aka Menv 13) to the world, in a jaw-dropping tech demo illustrating the benefit of relying on GPU and Nvidia latest tech for that matter.

Maya and other 3d animation softwares look so antiquated compared to Presto. Unlike Autodesk and their mono-threaded CPU viewport, it is quite obvious that Pixar engineers are listening to the users.

In the following video you will get to see some features animators have been screaming for and no-one seems to be listening to it.

1. Invisible on-viewport local trigger controls.

Forget about having to constantly disconnect your sight from your model and having to keep half of your screen free for a silly GUI:

See how the presenter simply click on the geometry to activate the transformation gizmo. If you pay attention you will also notice that the smile to sad control he is activating, triggers automatically the mouth corners up/down and in/out values.

Invisible local trigger controls

2. Realtime animation WITH hair!

It is a lot more predictable to pose a character when you can see a closer representation of the final groom and if on top the playback is real time…. damn!

3. Realtime shadows

Nothing too exceptional here. Most 3d packages have been doing this for quite a while but definitely not with fur visible in realtime.

Real time shadows

4. The pose library is not that different from other software but some people might be interested to see it :

Here is the extract from the demo followed by the full presentation showing the realtime lighting engine:

http://www.ustream.tv/embed/recorded/45386636

Related posts:
Pixar animation software part 1
So you want to be a rigger (TD) huh?
Pixar Brave wireframes

Pixar animation software part 1 14

Pixar animation software part 1

This article is the first of a three part series

Pixar animation software part 2

Pixar animation software part 3

Wondering what animation software Pixar uses to bring us magical movies like Monsters inc 2? Wonder no more!

In a latest Open Subdiv demo, Autodesk Meet the experts presentation, Pixar’s engineer lead Dirk Van Gelder lets us have a quick peek at his computer screen so we get to see what Pixar’s Marionette looks like.

If you didn’t know, the software’s 30th iteration of Marionette or Menv (the name comes from the original name, Modeling environment), is now called Presto, as a tribute to Doug Sweetland’s 2008 short film.

Around 18 minutes into the presentation, we can have a good look at the interface and see Monsters University’s character, Dean Hardscrabble, the dean of the School of Scaring faculty, in motion. Here is a screenshot.

Pixar Marionette

Instead of being displayed in the viewport as we are accustomed to, the controls or Avars (this is how they are called at Pixar) are tucked to the bottom right of the screen and displayed as some sort of advanced channel box or spreadsheet since this is the term used in Animation Language AL, the ancestor of Pixar’s Menv.

An other interesting thing we notice is that Presto runs on Linux and the Gnome environment. This could be surprising when we think that Pixar’s CEO was also Apple’s CEO.

Animator working on Brave

If you want to see Presto in action a little bit more, check out that Guardian’s interview with Toy Story 3’s Animation Supervisor Bobby Podesta : (the video seems to have been pulled out, here is an other one instead)

or that one with Sanjay Patel:

Ah and to finish this post, what a better way than posting Monsters University’s third trailer!!! As a side note, Monsters Inc is still my favourite Pixar feature 😉

Related posts:
Pixar Brave wireframes

so you want to be a rigger huh? 9

so you want to be a rigger huh?

Keith Lango Zootrigger setup

The same way it is important for a modeler to understand part of the rigging process, a rigger should also get a grasp of the animation workflow.

So how can you become a rigger that animators are happy to work with.

Well you can obviously start with a good attitude. Ask for feedback from the animators and be willing to discard that crazy automated function you created but animators find unusable.

Read rigging books and dvds, post on forums, check other rigs and even students showreels, talk to people. Personally I have learnt rigging through several dvds and those should be compulsory if you want to be a good rigger so here they are:

Jason Schleifer “Maya Fast animation rigs”. The DVD is well over 5 years old and only 1h20 but still is a must for someone who want to be liked by his peers.

Jason Schleifer “Animator Friendly Rigging”. That set will take few hours to go through but expose the most important concepts.

Fahrenheit DVDs. I actually started with those which was really hardcore but that was a very good experience.

Jason Osipa “Stop starring, facial modeling and animation done right”. A third edition just came out and I should probably get that one too. Jason goes in length about facial rigging and you should definitely spend some time understanding what he is talking about.

So you have ordered them all? okay while waiting for them I want to mention few things that irritate me when I use a new rig.

1. Slow rigs.
If your rigs are very slow, make sure it is not because you are using expressions where you could use nodes.
Create a low poly or proxy version the animators can work with otherwise.

1.Weired and default rotation axis.
Head and torso should have the Y rotation carry all the other axis, X should be carrying Z and Z the last one. Basically, the rotation order should be something like ZXY but certainly not the default XYZ (remember, you read the axis order starting from the end)
Jason Schleifer pays special attention to the rotation orders in his DVDs so take notes when watching them.

2. GUIs
Well, not everybody will agree with me but ….. I can’t stand GUIs. Maya viewport is so poorly designed that I can’ t see the point of adding an other window cluttering my screen real estate even more.
I will share with you one of my latest setup very soon. It is a rig where instead of hitting the usual nurbs controls, you select an invisible polygon encompassing the surface of the limb. Keith Lango posted a similar setup a while ago using Zootrigger,, myself I just parent constraint the Nurbs control or the joint to an invisible proxy box instead.

[update]GUI are not so bad when they are truely necessary. To drive complex or additive blend shapes for examples (ala Jason Osipa joystick) but certainly not for selecting the lower or upper arm.

3. IF/FK switches WITH no-pop
It is obvious that animators need IK and FK for legs and hands but you should also consider a script that would allow the animators to switch very easily from IK to FK and reverse without going back to the T pose

4. Elbow and Knee lock. The animators should be able to lock an elbow to a table

5. Scaling! The rig should be scalable!!!!

6. World orient head, spine, arms. I want them all or I want to be able to set this up using constraints

7. Bend bow and noddle arms. I am liking this more and more and should certainly investigate into that

8. cluttered vieworts. Nurbs controls don’t need to cover the entire model, make it clean and simple, if possible, make it invisible (cf GUI)

9. non consistency in the boolean channel control. 0 should mean no and 1 should mean yes. ie Shoulder parent 0 should mean that the IK hand is not parented to the shoulder. You could actually do the opposite, but as long as it it consistent throughout the rig.

10. Set me free. Animators are artists and they might want to break an elbow or pull fingers to stylise the motion so don’ restrain them to what is anatomically possible unless you want them to come up with really stiff animation.

Alright, that’s it for now and as a treat for reading such a long post, check out some really cool rigging showreels and making of

[vimeo]http://vimeo.com/15396945[/vimeo]
[vimeo]http://vimeo.com/3265412[/vimeo]
[vimeo]http://vimeo.com/5344666[/vimeo]
[vimeo]http://vimeo.com/11648356[/vimeo]

Related posts:
Kaelou
ESMA
World orient Head and shoulder
Norman World Align spine

Alright, that should be enough for today. I will come back to this post an other day.

Have fun rigging!